precision mediump float;

attribute vec3 a_position;

uniform mat4 projMatrix;
uniform mat4 mvMatrix;

//varying vec4 v_posInView;
void main() {
    vec4 posInView = mvMatrix * vec4(a_position, 1.0);
    gl_Position = projMatrix * posInView;
//    v_posInView = posInView;
}
